Jupiter Hell - Epyon
Right on the heels of the Expanse release we bring you a "hotfix" patch which is more than just bugfixes. As the next release will probably drop at the end of the month, we wanted to push in some fixes, balance changes and QOL features before that!

Notable changes include on-screen enemy weapon information, orb healing buffs (especially on higher difficulties), improvements to UI keybindings customization (yes, you can now bind everything to the keypad!), more common orange and cell weapons, buffs to early game pistols, 9mm autos, finisher perk and increased enemy count on higher difficulty after Europa. Also, a LOT of fixes :).

Beta 0.9.7b - Expanse - March 3, 2021 CHANGE #1291 - orb healing depends on depth, not difficulty CHANGE #1273 - increased enemy count on Io+ higher difficulties CHANGE #1274 - enemy weapon shown on enemy UI if carryable CHANGE #1272 - balanced Dark Cathedral secret rewards CHANGE #1268 - increased Europa Central Dig safe zone CHANGE #1269 - keypad can be used where hardcoded enter required CHANGE #1288 - clarified Remote Hacker L3 description CHANGE #1277 - you can reset configuration in each config menu CHANGE #1278 - you can bind confirm and cancel for game and UI CHANGE #1289 - changes in the accuracy mod perk-list CHANGE #1286 - decreased the rarity of cell-based weapons CHANGE #1270 - finisher perk works for enemies below 50% health CHANGE #1290 - 9mm auto rifle damage buffed CHANGE #1290 - rare pistols/revs improved, and more common CHANGE #1290 - 7.62 sniper has 100% crit damage CHANGE #1270 - slightly buffed auto AMPs FIX #1286 - fixed Io L1 guaranteed cell weapons FIX #1293 - fixed military sentry mortar attack FIX #1287 - fixed Dark Cathedral visuals (now actually dark) FIX #1271 - fixed Callisto Mines tower lights FIX #1271 - fixed Europa Ruins inaccessible rooms FIX #1259 - fixed terminal/station crash FIX #1259 - fixed helmet pickup crash FIX #1259 - fixed gibbing related crash FIX #1259 - fixed save/load related crash
Jupiter Hell - Mruqe


Took us a bit more time, but this release is HUGE! Jupiter Hell 0.9.7 Expanse features larger moons, mid-point levels, new generators for second halfs of the moons, 4 new branches and 4 new special levels, much improved monster placement and lists, and on top of that a huge rework of traits! But before we go into detail - there’s an important announcement we need to make.

Full release date and new publisher

Jupiter Hell has been in Early Access for 18 months now, and we’ve been providing you with a - more or less - steady stream of updates featuring new content, bug fixes, polish, and implementations of your feedback. It’s about time we announce our full release plans.

With 5 more regular monthly updates to go, we’re getting ready to release Jupiter Hell 1.0 on the 5th of August, 2021. To make the most of the full release, we’re teaming up with Hyperstrange, the developer of ELDERBORN and POSTAL: Brain Damaged, who will assume the role of the publisher.

Hyperstrange are good old friends and great fans and supporters of Jupiter Hell. Their ELDERBORN is an Early Access success story, and we’re convinced that if an indie dev needs a publisher at all, they should bring some unique perspective and understanding to the table. Hyperstrange does. They’re already around our Discord, so if you have any questions for them - don’t hesitate to ask!

The first obvious question we can answer right here, right now: yes, we do have updates planned beyond the full release, which also aligns us with Hyperstrange, who also support and expand their games post-launch.



So, there it is - six more months until full release. We’re excited, and we’re shifting gears on the development. Now, back to regular programming! Here's what the Expanse update brings to Jupiter Hell:

Expanded moons
Each of the three moons now sports 7 levels. Each moon has a midpoint level, with dedicated generators at level 4. Each moon has different new generators for its latter half, to provide for a more varied and interesting experience when traveling the main route. Additionally, due to the moons being larger, each moon will connect to three branches.

New branches
A total of four branches have been added - Callisto Rift, Europa Ruins, Shadow Halls and Noxious Mines. Each new branch has a new special level, Noxious Mines use the old Noxious Hollow, while Infernal Lock has been added to Io main route. Especially of note are Europa Ruins and Shadow Halls which feature a brand new tileset, and especially interesting special levels ;)

Expanded traits
As if that were not enough there is a HUGE expansion of traits. Every trait has now 3 levels, and while some higher levels are just additional stats, among the expanded traits some have completely new (or significantly revamped) effects!

Listing every change in this department would make this post longer than anyone would care to read so either read the descriptions in game, or the massive changelog below!

Interesting traits to note are the new Sysop trait, the Headshot trait enhancements (and changing it to a on cooldown effect so you can now take it with Wizard), 3 levels of Toxicologist, the scout Infiltrator trait, the really fun 2 new levels of Remote Hack, the redesigned Swashbuckler trait, the new Cover Master trait... actually, you'd just better fire up the game and read the trait descriptions anew :D

You'll be able to take advantage of the new trait levels, as the expanded moons result in more XP!

As we merged some traits together, and removed a few underused traits, we're left some space to add new exciting traits in the future too!

Monster generation
The game we all know is known for its huge fights, and Jupiter Hell can't be any different! Monsters now more often get generated in larger packs, especially at higher difficulties, leading to more exciting fights and a better challenge once you're already rocking that Master Trait of choice ;). We also balanced late game spawns better - Io and Beyond won't be a cakewalk anymore.

Full Changelog
That's no moon, it's the changelog!
Beta 0.9.7 - Expanse - February 22, 2021 NEW #1235 - all moons are an extra level longer NEW #1235 - Callisto Hub midpoint level NEW #1235 - Callisto - second part has new generators NEW #1244 - Callisto - new branch - Callisto Rift NEW #1247 - Callisto - Callisto Rift special level NEW #1235 - Europa - Concourse midpoint level NEW #1235 - Europa - second part has new generators NEW #1245 - Europa - new branch - Europa Ruins NEW #1248 - Europa - new special level - Frozen Temple NEW #1235 - Io - Nexus mipoint level NEW #1235 - Io - second part has new generators NEW #1235 - Io - Noxious Mines branch added (Noxious Hollow) NEW #1253 - Io - Infernal Lock special level added (Io main) NEW #1246 - Io - Shadow Halls branch added NEW #1249 - Io - new special level - Dark Cathedral NEW #1235 - toxic fiend added NEW #1262 - enemies will appear in mixed packs and swarms NEW #1237 - all traits have now 3 levels! See below: CHANGE #1236 - master traits are available now at levels 8,11,14 CHANGE #1237 - Skilled perk goes up to level 3 with more bonuses CHANGE #1240 - Juggler is now a 3 level trait with more bonuses CHANGE #1238 - Gun Hoarder and Packrat merged into 3 level trait CHANGE #1237 - Networker and Tinkerer merged into 3 lev Sysop CHANGE #1241 - Son of a Gun and Gunslinger go up to level 3 CHANGE #1241 - SoG and Gunslinger affect optimal range (not acc) CHANGE #1241 - Headshot now a 3 level skill used on cooldown CHANGE #1241 - Headshot no longer blocks Wizard CHANGE #1237 - Toxicologist now 3 levels (more damage, nades!) CHANGE #1237 - Energy Leech now 3 levs (lootbox energy, nonmelee) CHANGE #1237 - Stealth Hack -> Infiltrator (loot/term detect) CHANGE #1237 - Remote Hack gets 3 levels (autohacking!) CHANGE #1237 - Golddigger merged into Infiltrator CHANGE #1238 - Scout Whizkid requires Eagle Eye (usable on AoLT) CHANGE #1237 - Whizkid now 3 levels, L2 and L3 increase capacity CHANGE #1237 - Executioner now 3 levels (value nerf, inc range) CHANGE #1237 - Swashbuckler up to 3 levels (critical buff!) CHANGE #1237 - Juggernaut, Rip'n'Tear and Bladedancer now 3 levs CHANGE #1237 - Blademaster buff- melee damage bonus at L2 and L3 CHANGE #1237 - Hellrunner modified to 3 levels, dodge adjusted CHANGE #1237 - Dodgemaster now 3 levels (L2 min dodge, L3 max) CHANGE #1237 - Dash gets 3 levels, adds damage reduction CHANGE #1237 - Running now 3 levels (cost and cooldown reduced) CHANGE #1237 - Bloodhound now 3 levels (up to full reveal) CHANGE #1237 - Angry Mofo now 3 levels (more damage and resist) CHANGE #1237 - Powerjack and Field Medic now 3 levels CHANGE #1237 - Scavenger now 3 levels (convert to cells/rockets) CHANGE #1237 - Grenadier has now 3 levels (more,gibs,explosion) CHANGE #1237 - Eagle Eye has now 3 levels (different ranges) CHANGE #1237 - Reloader and Army Surplus has additional L3 level CHANGE #1237 - Ironman goes up to level 3 (for +60 health total) CHANGE #1237 - Tough as Nails and Hacking has additional L3 level CHANGE #1237 - Sustained Fire and Furious has additional L3 level CHANGE #1242 - Pinpoint merged into Deadly Precision (3 levels) CHANGE #1237 - Hunker Down, Steady Shot and Incoming merged into a 3 level trait for both Marine and Tech CHANGE #1237 - Cancel/Escape when modding returns a menu level up CHANGE #1235 - ice fiend health buffed CHANGE #1237 - removed Gun Kata accuracy penalty CHANGE #1237 - removed +1 opt from Sharpshooter CHANGE #1237 - Vampyre L1/L2 heals less but minimum 5hp CHANGE #1237 - removed Shottyman, Reload Dance and Second Wind CHANGE #1237 - removed Die Hard CHANGE #1237 - swapped Momentum and Vampyre mod tier for melee CHANGE #1251 - balanced the enemy lists, Hard+ late game harder! CHANGE #1251 - earliest reaver infestations 2 levels later CHANGE #1251 - more exalted will spawn on Hard+ on Io/Beyond CHANGE #1251 - EASY has same amount of enemies as MEDIUM FIX #1235 - fixed issues with inaccessible floors in Beyond FIX #1235 - Beyond L3 will properly reveal last 3 enemies FIX #1237 - medical station states its 160 health max FIX #1237 - medical health inc wont eat a charge at 160 health FIX #1237 - skills that reveal will work with ammo terminals FIX #1237 - zero-time weapon swap will update target info FIX #1257 - exalted fiends with ranged attack fixed FIX #1261 - Gun Kata no longer works in the Abyss FIX #1260 - SHIFT-F will trigger Swashbuckler melee in-place FIX #1235 - fixed a few rare issues with BSP generators

What's next
Next release is tentatively named 0.9.8 Resolve, will be out within the next month, and will bring a lot more agency to the player ;)

That’s it for today. May RNG be forever in your favor!

Yours,
Jupiter Hell - Epyon


It's been a bit longer than usual, but we're back to present you a new release of Jupiter Hell - 0.9.6 Terminal! This release features upgraded terminals, enhancements to hacking, stacking elemental damage, 20 new weapon/armor perks, revisited mod pack perk lists and more!

Terminal upgrade
Apart from obvious visual changes, there are also new options, as well as reorganizing old options into modules. You can extract multitools from terminals and stations with charges, but you also can charge terminals with the multitools you have - hence multitools become a universal currency that can be traded for terminal bonuses, health upgrades, mods, ADV equpiment, 'nades or ammo :). You'll also notice that terminals now have more information about their options and the environment. We're also preparing everything for further expansions, expect at least one more top-level module!

Hacking upgrade
Most notably we added the Broadcast option, with information on currently hacked bots, and the ability to mass send commands. Remote Hack will bring up the Broadcast interface if no valid target for hacking is present. Additionally, we improved the behavior of the current commands like HUNT and WAIT. Finally, and probably the most important QOL change gameplay-wise - you won't accidentally hit your bots, nor will they accidentally hit you! Oh, the glory of IFF protocols :P.

Stacking elemental damage
Fire, Bleed and Poison now stack. Be wary as this is a very double-edged sword! This brings elemental perks, items and skills to a whole new damage potential, and gives more value to protection perks, stims and medkits. Let's just say that after the first iteration we had to give the Summoner some poison resistance, as he tended to die from just one gas grenade :P.

New perks and mod pack lists
Each of the 3 basic mod packs (power, bulk and accuracy) now has 5 possible perks - to get to the last (usually strongest) perk, you'll need Whizkid 2. We noticed our perk pool was quite weak with some options - especially shotguns, launchers and helmets, so we added 20 (!) new perks to the pools. 18 of those are accessible via standard mod packs.

The new perks have also been added to the ADV weapon/armor/headslot potential roll lists too!

Grenadier
Finally, as this seems to be a release where Technician finally gets some love, we decided to give him a new Grenadier trait as an icing on the cake :).

Minor changes
The FAST keyword on exalted enemies (especially reavers) has been nerfed. Acid and plasma damage won't damage armor as much as it did. Also, grenades will no longer accidentally hit cover right in front of you (sorry Blind!).

Changelog
Beta 0.9.6 - Terminal - December 22, 2020 NEW #1223 - Broadcast (command all) option added to hacking NEW #1223 - Broadcast and hack UI gives info on current bots NEW #1223 - Remote Hack will Broadcast if no target NEW #1220 - you can now mass hack drones at terminals NEW #1220 - you can initiate purge mode from terminals NEW #1220 - Recon module in terminals shows exist in branch NEW #1217 - fire, poison and bleed damage now stacks/degrades! NEW #1232 - Tech Trait - Grenadier! NEW #1227 - 20 new weapon/armor/helmet perks! NEW #1227 - expanded power, bulk and accuracy pack perk lists! CHANGE #1227 - new perks added to current ADV perk lists CHANGE #1218 - you can now charge stations with 1 multitool/charge CHANGE #1218 - you can now extract stimpacks from medical stations CHANGE #1218 - manufacture stations have more options CHANGE #1222 - Protocol - HUNT tracking improved CHANGE #1223 - Protocol - WAIT will not try to chase enemies CHANGE #1222 - improved pathfinding for enemies CHANGE #1219 - grenades will no longer hit cover right in front CHANGE #1224 - hacked bots will no longer hit allies and player CHANGE #1224 - player will no longer accidentally hit allies CHANGE #1223 - using a multitool to repair bot fully repairs it CHANGE #1229 - enemies alerted by sound event will "idle" sound CHANGE #1217 - acid and plasma will damage armor a little less CHANGE #1221 - FAST exalted only affects movement speed CHANGE #1217 - FAST reavers will start to appear 4 levels later FIX #1223 - Wizard L2 description and summon name fixed FIX #1217 - fixed negative status lingering after level change FIX #1217 - fixed min-range coloring

What's next
Next release will be 0.9.7 Expanse, where we will expand the length of the episodes to 7 levels each, add a new tileset, new branches, and overhaul the exotic weapons! The release should be out the 11th or 18th of January - stay tuned!
Jupiter Hell - slizgi


Time to bring the game to the next level with 0.9.5 "Advance"! Three major pillars of this release are new Traits (and improvements to old ones), fully perk-based ADV equipment, and a new perk-based item modding system - read all about it below!

Character Advancement

Four new traits have been added, each with an important role to fill.

Marine got Army Surplus, which is his way to deal with ammo shortage. Useful on challenge runs, and when Bulletstorm is eating way to many bullets.

Scout gets two new traits - first is Executioner, which buffs both early- (and late-) game melee, and also close-range shotgun or SMG play as well! That trait is borderline overpowered right now, so be sure to play around with it before we nerf it :). The other trait is Stealth Hack - which starts off a possibility of hacking builds for Scout - these will become more powerful with the next release (Terminal).

Tech gets Toxicologist, which we hope will become a base of builds of its own - starting what we hope will be elemental builds for the various classes (more such traits will come later). Changing your defensive Smoke screen skill to a offensive toxic cloud can be quite fun!

Apart from that, there are slight changes in some traits (i.e. Dash and Assassinate got slight nerfs due to Executioner), some overhauls (Tough as Nails now grants raw armor value, like it did in DRL), and improvements (Bloodhound has a short-range heat vision, Powerjack works with stations and ammo terminals), as well as a big buff to Adrenaline - now costs 30 Fury irrespective of difficulty and grants a 5-second buff that protects from pain.

ADVanced Equipment

We removed all non-perk based stat changes for ADV equipment - all stat changes are now based on perks and the perk amount (and quality) depends on the ADV item tier. Those perks are now also displayed in the postmortem for you to brag about if you find a particularly broken piece.

All non-ADV AMPs have been removed, and instead ADV general AMPs have been introduced.

The perk pool has been significantly increased, mostly for general AMPs but also for headgear, armors and weapons.

ADV Perk-based Modding

The old trio of Accuracy, Bulk and Power packs is still present, but instead of increasing stats, they provide a choice of perks you can apply to your equipment. Usually you pick one of two, but Whizkid increases the pool size. The perk pool is deterministic and depends on the item type and group.

ADV weapons have the regular amount of mod slots, so this can get to a ridiculous number of perk counts.

We are aware that this, along with the ADV changes, actually makes the game a bit harder, but also allows for more diversity in items (instead of just counting on a high-damage ADV pumped with P-mods). The trait changes offset this a bit, and further balance changes should bring the difficulty back to what it was.

Medkit and Stimpack Improvements

All medkits and stimpacks clear all negative buffs. Additionally, stimpacks protect the user from negative buffs for the duration of the Stimmed buff.

Other Balance Changes

We buffed all mid-tier melee weapons to make the progress between them more fluid. Knife and Demonic Sword stay the same, chainsaw got a small nerf - all others do more damage.

Angel of Mercy now won't reduce health from exalted kills which should bring it a bit closer to "doable" on Nightmare.

Bugfixes

Most notably, enemies won't accidentally melee each other - which prevents unintended infighting and protects the player from friendly melee attacks. Assassinate now properly works on the secret level, and there won't be any more secure vaults on Asterius (which could block game progress completely). Read the full changelog below for more:

Full changelog
Beta 0.9.5 - Advance - October 29, 2020 NEW #1210 - Trait - Marine - Army Surplus! NEW #1208 - Trait - Scout - Executioner! NEW #1097 - Trait - Scout - Stealth Hack! NEW #1208 - Trait - Tech - Toxicologist! NEW #1205 - mods overhaul - mods now grant keywords! NEW #1192 - general utility ADV AMPs added NEW #1192 - several new AMP, armor, head perks added NEW #1192 - ADV perks displayed in post mortem CHANGE #1216 - all med and stimpacks clear negative status effects CHANGE #1216 - stims protect from all status effects for duration CHANGE #1205 - Whizkid increases also perk selection when modding CHANGE #1192 - ADV weapons may roll with multiple status effects CHANGE #1192 - removed all non-ADV amps, AMPs are perk-only CHANGE #1192 - all ADV armors, helmets, visors are perk-only CHANGE #1192 - all ADV weapons are perk-only CHANGE #1208 - Nerfed Assassinate due to Executioner CHANGE #1208 - Dash no longer provides a crit-chance bonus CHANGE #1097 - Scout loses packrat, Scavenger now reqs Gun Hoarder CHANGE #1210 - Adrenaline now adds buff that protects from pain CHANGE #1210 - Adrenaline costs 30 Fury independent of difficulty CHANGE #1210 - Bloodhound additionally detects enemies at range 2 CHANGE #1210 - Tough as Nails grants armor instead of pain reduct CHANGE #1210 - Reloader - L1 is -50% when empty, L2 gives 50% DR CHANGE #1210 - Powerjack - works with stations and ammo terminals CHANGE #1215 - buffed all mid-range melee weapon damage a bit CHANGE #1212 - Angel of Mercy wont reduce health for exalted kills FIX #1208 - Energy Leech was giving 1 point too much energy FIX #1207 - Assassinate now properly works on secret level FIX #1208 - no more secure vaults on Asterius FIX #1209 - enemies will no longer accidentally melee attack FIX #1214 - fixed cleared events/levels on Nightmare!

What's next?
Initially, this update was supposed to be "Terminal" with improvements to terminals and hacking, but we got sidetracked with a revamp of the ADV and modding system. Hence, 0.9.6 Terminal is coming next - expect it within 3-4 weeks from now!

P.S. There are some issues with OSX builds, we're working on them right now!

EDIT : 0.9.5a hotfix!
FIX - fixed values for Critical, Molten, Barbed and Guarded mod perks FIX - ADV dual shotgun has now proper amount of mod slots CHANGE - single shot auto weapons now have perks at level 4 instead of 1 CHANGE - armors can be modded multiple times with the same mod (Whizkid) CHANGE - Assassinate nerfed - no more refund, no critical damage bonuses
Note to OSX users on Steam - Mac version should now work, however the directory structure has changed, hence did the location of the player data. If you want to restore your player data you need to copy it from the old location:
$HOME/Library/Application\ Support/Steam/steamapps/common/Jupiter\ Hell/ to $HOME/Library/Application\ Support/ChaosForge/JupiterHell
You'll be interested mostly in player.dat, maybe configuration.lua.
Jupiter Hell - slizgi


High time to attempt (no?) landings on Europa! 0.9.4 brings visual improvements to the snow-covered moon, along with revisiting of all it's generators, improvements to lighting and a brand new branch with a new special level! Additionally we added ice fiends and hyperblasters for ultimate splatter - read all about it below!

Asterius Habitat
New Europa branch has been added - similarly to Callisto's branches two out of three will be generated, but for this patch only we made Asterius Habitat guaranteed to appear. As all branches it comes with its own special level, and apart from variations of old Habitat generators it actually has two new generator types that are currently fully unique to the branch.

Ice fiends
Europa specific strain of the fiend has been added, pretty obviously cold-themed. This gives a nice counterpart to everyone's favorite cryoreavers and cryoberi :P

Hyperblaster

The addition of the cell-powered chainfire weapon leaves us with only one basic weapon that still needs to make an appearance (no cookie for guessing which, but it will come ;) ). The hyperblaster correctly works with all chainfire related traits.

Nightmare balance

We're generally pretty happy with how Nightmare turned out, it seems that almost all Diamond badges (apart from two) have already been acquired. However, two slight changes have been added. Respawned exalted will now only give experience on the first respawn (to prevent boring exp farming on level 1). To make the earlier levels more doable and less RNG-dependent, exalted soldiers on levels before Callisto L4 will now have worse equipment. This also applies to early regular game exalted spawns.

Masters and Traits

We buffed two underpowered scout masters - Ghost now reduces Stealth cost to 15 (10 at Level 2) and Assassinate keeps your dodge value after the attack (which makes spamming it much safer). We also are looking to buff Wizard and Fireangel, the former will get stronger with the hack changes coming next patch, the latter will need to wait for Fire related changes in an upcoming status effect related patch.

Marine's Furious now also generates +1/+2 Fury on kills that gib, making it a bit more useful and interesting trait, while Running cost is now 20 Fury independent of difficulty level.

Changelog

Apart from the above we did some more balance and visual changes, full list below:

Beta 0.9.4 - Europa - September 28, 2020 NEW #1201 - Asterius Habitat branch added to Europa! NEW #1202 - Asterius Breach special level! NEW #1200 - ice fiend added! NEW #1199 - hyperblaster, and ADV hyperblaster! (plasma chain) CHANGE #1203 - ALL Europa generators revisted, improved visuals CHANGE #1204 - increased amount of generated lootboxes CHANGE #1198 - Refueling Base - better (weapon based) reward CHANGE #1198 - AoNYR - all enemies drop weapons (except respawns) CHANGE #1198 - weaker exalted soldier weapons pre-CalL4 (N! also) CHANGE #1198 - Nightmare - only the first respawn gives XP CHANGE #1198 - Scout - Ghost stealth costs now 15/10 CHANGE #1198 - Scout - Assassinate buffed and keeps dodge CHANGE #1198 - Marine - Furious now generates +1/2 Fury on gib CHANGE #1198 - Marine - Running now costs a flat 20 Fury CHANGE #1198 - Europa L1 - less enemies on all difficulties CHANGE #1168 - improved Callisto mines caves lighting FIX #1198 - Limbo - safe zone added for reaver spawn

What's next?

This was a slightly thinner release as we need some time to build up background tech for upcoming releases. Next up in 3-4 weeks we'll have 0.9.5 Terminal which will bring improvements to hacking and terminals in general, stay tuned!
Jupiter Hell - slizgi


It's time to face the ultimate challenge in 0.9.3 Nightmare! Apart from the eponymous difficulty level, we have added Platinum and Diamond level badges, level events, gibbing (fun for everyone, life-saving in Nightmare), ADV AMPs and more - read all about it below!

Nightmare!
The borderline unfair and punishing difficulty level from DRL returns! While the balance is close to UV (and there's no accuracy boost for the enemies), each biological enemy that dies leaves a summoning circle. Leave that circle alone and out of sight for a while, and the enemy will respawn... as a progressively-stronger, exalted variant.

This difficulty is not for the faint of heart, but is beatable. Different tactics need to be applied, gibbing enemies becomes a valuable tool, and exploring all of the map might become a death trap. You've been warned!

Platinum and Diamond badges
To make your Nightmare exploits count, we added a fourth and fifth tier of the badge system. While Platinum badges can be achieved on UV difficulty for some challenges, Diamond is all about Nightmare. Platinum badges are all achievable through careful and masterful play; Diamond ones, however... well, let's say that we're interested ourselves in how many of those are actually achievable! ;)

Gibbing
Borrowing the old Doom term, gibbing might happen when, you deal enough damage in a single attack to overkill an enemy. Depending on how much overkill happens, the gibbing chance goes up (damage equal to twice their health guarantees a gib). To quickly enjoy the lovely visuals, walk up to a former human and sell him a shotgun blast into the face. Note that some weapons (explosive ones and melee) have a hidden factor that makes gibbing easier!

Level events
Probably the most interesting addition for people who're afraid of the Nightmare are level events - modifiers that might happen when entering a regular level. There's currently 8 of them, ranging from simple ones (the level has many more barrels...) to ones that expect you to do something within a turn-based time limit to gain extra experience. Not all events generate on every level branch, and we will be adding more of them in further releases of the game!

ADV AMPs
While the initial idea was to ditch the old AMP system altogether, as the first step we're introducing ADV AMPs with random stats for pistols (inlcluding SMGs), auto weapons (rifles and chainguns), and shotguns. The perk pool for them is currently quite shallow; once we improve on it, we will probably remove the old regular AMPs.

Plasma grenade
The ultimate overkill tool, packing a whopping 200 plasma damage in a single grenade. Useful in Nightmare for gibbing, and in all difficulties for making sure that big dude dies. Don't bother saving them for the summoner though (see below).

UI
The seed line below the level name has been changed. It now states the difficulty (by single letter), the challenge abbreviation (if present), and the general seed of the run. Apart from helping streamers not answer the basic questions each time, it will help us have all the needed information in a screenshot when reporting issues with level generation.

Additionally, as requested, we've added head slot durability to the UI, and removed the armor name, as usually you remember what you're wearing and you can always shift-compare with what's on the ground.

Balance changes
Summoner now has a damage gate - if you deal more than 80 damage before he takes his turn, all further damage is negated until that time. If you're faster than him, you might notice his health turning violet - don't bother shooting him then (later we'll add a nice shield effect once shields are in!).

Barrel damage has been increased - this makes for more gibbing fun, but also might prove fatal if you're not careful!

We've increased the amount of loot, too - common chests always drop at least 3 items, with special tier 1 chests and vaults appearing more often.

Finally some more minor changes and the regular supply of bugfixes which all can be summed up in the full changelog below:

Full changelog
Beta 0.9.3 - Nightmare - September 7, 2020 NEW #1186 - Nightmare! NEW #1156 - Level events! 8 initial events, more to come! NEW #1188 - Gibbing! Overkill destroys corpses (useful in N!) NEW #1187 - Platinum and Diamond badges - requiring N!/UV NEW #1191 - plasma grenades - when a krak is not enough NEW #1192 - ADV AMP's - pistol, auto and shotgun CHANGE #1194 - HUD - short armor info, added helmet info CHANGE #1193 - challenge, diff, and world seed under level name CHANGE #1190 - Summoner damage gate (max 80 damage between turns) CHANGE #1188 - improved some death animation timing issues CHANGE #1191 - increased barrel damage values (be careful!) CHANGE #1191 - ADV helmets always have at least 3 mod capacity CHANGE #1191 - special tier 1 chests more common CHANGE #1191 - common chests drop at least 3 items CHANGE #1191 - increased the frequency of vaults CHANGE #1156 - player data skill ranks above "Captain" FIX #1191 - CAL L1 - removed some "not enough chests" cases FIX #1165 - Tyre Outpost headgear now properly AV3 FIX #1165 - Entrenchment now displays proper resistance values FIX #1165 - fixed passing 100% kills for some requirements

What's next?
We're working on a bigger feature, but it's taking more time than anticipated, so in the meantime we'll do a smaller content-focused release next. In hopefully two weeks you'll get 0.9.4 Europa, with various additions to level generation and other new stuff to explore. Until then, try not to fall victim to the Nightmare!
Jupiter Hell - slizgi


After a longer break (much needed since we've been crunching since launch), we present 0.9.2 Vision! The three biggest additions this time is the enabling of the head slot, with various associated items that have their ADV versions too, changing the vision range on some levels (lower or higher) and two new special levels!

Helmets, Visors and Gasmasks
The head slot is finally functional! While the base helmet just protects from critical hits (like the imp or reaver charge attack), stronger helmets carry a slight armor bonus. ADV versions come with a subset of armor perks. Visors and gasmasks however drop always ADV and have their own brand new pool of perks related to vision, scouting and hacking!

Vision range
Up until now vision range was hardcoded. Now you'll often encounter levels with reduced vision range - carry a shotgun and beware of melee enemies! Or, find a nice visor with Nightvision. Some caves have a higher vision range, giving more strength to long range weapons. Further along we might reduce the sight range of some enemies and make them operate on scent and sound alone, but that's for a future update! We took this occasion to tinker with the default camera settings too - the camera will adapt to vision range, and show stuff at a slightly better range.

New special levels
We've added one alternative level that can spawn instead of the Warehouse on Io, with a strong theme, new mechanics and an unique reward. On Europa, Refueling Base can also be swapped for a new level, The Pit. To avoid spoilers I'll end this paragraph here :).

Balancing
7.62 sidearm got a damage buff, and assault rifle got it's range nerfed a bit. We've also significantly increased the duration of the EMP effect. Also melee weapon drops are now more common.

Other changes
Drones can now actually fly over gaps, so don't be surprised if you're flanked on Callisto Spaceport :). Also, while adding helmets we noticed that green/blue/red as a descriptor is kind of boring - both armor and helmets now follow a new naming - basic (green), marine (blue), combat (red).

Full changelog
Beta 0.9.2 - Vision - July 27, 2020 NEW #1182 - head slot functional now! NEW #1182 - basic/marine/combat helmets (also ADV) added NEW #1182 - ADV gasmask added, ADV visors/headsets NEW #1182 - ADV visors/headsets have their own new perks NEW #0992 - new special level alternative to Warehouse NEW #1012 - new special level alternative to Refueling Base CHANGE #1000 - flying enemies can now fly over gaps CHANGE #1182 - green/blue/red armor -> basic/marine/combat CHANGE #0337 - levels may have different vision distances CHANGE #0337 - some caves have vision 8, dark places 5-6 CHANGE #0337 - camera zooms based on vision distance CHANGE #0337 - improved default zoom CHANGE #1180 - 7.62 sidearm damage 10->12 CHANGE #1180 - 7.62 assault rifle max range 10->8 CHANGE #1180 - increased EMP effect duration by 66% CHANGE #1180 - Tyre lost one special lootbox (manufacture is op) CHANGE #1180 - increased drop rates of melee weapons CHANGE #1170 - Mimir Habitat reward is no longer guaranteed CHANGE #1166 - lights/lamps are destructible (no gameplay effect) FIX #1124 - fixed visual gap in basalt levels

What's next?
This update is on the lighter side, the next one might be much beefier. 0.9.3 Nightmare is coming! Apart from obvious content for the high level players, we'll also add signifcant changes for everyone :). The update should land in 3-4 weeks from now.
Jupiter Hell - slizgi


After a longer break where we stabilized 0.9 and took a bit time off it's time to get back to scheduled releases! This time we look at the first episode of the game, adding a new enemy, new tileset, new branch and new special level. Read all about it below!

But before we do that, we're happy to announce that we're running an AMA on the r/Games reddit, that will be starting exactly an hour from now (11 AM PT/8 PM CEST), be sure to check it out!

EDIT : AMA is LIVE! https://www.reddit.com/r/Games/comments/gvc2h1/ama_im_the_dev_of_jupiter_hell_a_traditional/

Mimir Habitat
Probably the most noticeable addition this release is the new Callisto branch, Mimir Habitat, sporting a new civilian and very retro sci-fi flavored bright visual tileset, be sure to visit it as soon as you can! Next version two branches from the current set of three will be available each run, but this version we've set Mimir to always appear so you don't have to be on the mercy of the RNG to visit it. As all branches it is finished up with a new special level that shares similarities with Valhalla Command, but has its own unique twist.

Callisto all lit up
As the initial idea behind the tileset was to make Callisto more brighter, we also took care to improve lighting on all main branch Callisto generators - this is more or less noticeable depending on the generator, but you'll definitely notice it!

Sentries
To improve early game we also have a new robotic enemy (yes, it's hackable :P), that power-wise sits in the gap between drones and security bots. As with all upcoming enemies it has variants and unique behavior twists (we'll be revisiting some old enemies later too) - speaking of the old security bots, they now slightly differ between their Callisto, Europa and Beyond variants - most importantly the Callisto ones are a bit easier to deal with.

Grenade buffs
In terms of dealing with enemies, our old friends, grenades got a very significant buff, and if you're not using them you'll be seriously missing out. Both frag and krak grenades got their damage DOUBLED, and all the other grenades got significant buffs also (be it duration, damage or strength).

Balance changes
Another set of 0.9 balance changes is also in, starting with inevitable nerfs to Wizard smoke cooldown and Entrenchment damage resistance values, but also removal of Onslaught accuracy penalty, a bugfix that significantly improves Onslaught and Gun Kata targeting and a new terminal (BTW, all terminals have a new model now) that appears rarely but also in set places that helps with ammo consumption issues. Some nasty spawn situations, like Anomaly and Containment in-your-face reavers, have been also improved.

UI improvements
When manual targeting you now see the name of the tile you're targeting and you can use SHIFT to actually see what an item is from a distance (basically doubling as a typical roguelike look mode). We'll add more enemy information to this mode at some later point in time too.

Issue with time passage and terminals/stations has also been resolved, as well as terminal and inventory no longer exiting on action (the latter only if there are no enemies in sight).

Full fixes and changes follow:

Changelog
Beta 0.9.1 - Callisto - June 2, 2020 NEW #0947 - new enemy - Sentry bots! 3 variants NEW #1171 - new tileset - Callisto habitat NEW #1170 - new branch - Mimir Habitat NEW #1170 - new special level - CalSec Central! NEW #1179 - rare ammo manufacture stations CHANGE #1168 - improved Callisto lighting CHANGE #1164 - targeting acts as look mode CHANGE #1164 - you can use SHIFT item compare while targeting CHANGE #1163 - krak and frag grenade damage doubled CHANGE #1163 - 50% initial damage increase to gas grenades CHANGE #1163 - 25% more smoke time on smoke grenades CHANGE #1163 - EMP lasts 50% longer, EMP grenade +50% damage CHANGE #1162 - Callisto bots nerfed health and damage a bit CHANGE #1162 - post-Europa bots more health and speed CHANGE #1153 - you can no longer hit things beyond vision range CHANGE #1159 - terminal/station commands pass time CHANGE #1159 - terminals don't close after option pick CHANGE #1160 - equipment doesn't close after drop if no enemies CHANGE #1169 - Anomaly and Containment summons skip first turn CHANGE #1169 - Tyre and Command minimal spawn range increased CHANGE #1161 - Tyre station always has sidearm/sniper/katana CHANGE #1162 - Callisto L1 enemies will spawn a bit further CHANGE #0947 - Wizard T2 summons sentry bots CHANGE #1168 - no more annoying corner turret CHANGE #1167 - no Finisher and Cleaner on high-damage ADVs CHANGE #1154 - reduced hack/disable cost of CRI bots CHANGE #1154 - Onslaught accuracy penalty removed CHANGE #1154 - Entrenchment DR - 30/50/70 -> 30/40/50 CHANGE #1154 - Wizard smoke screen cooldown doubled CHANGE #1179 - new terminal model FIX #1178 - prevent a lot of atlas related crashes FIX #1175 - fixed skeleton bug (lidless boxes, dead fans) FIX #1172 - fixed pipe placement in gaps FIX #1154 - Gun Kata and Onslaught properly fire before move FIX #1157 - ADV plasma shotgun name was "dual" FIX #1155 - Angel of Marksmanship unlocks at rank 2 properly FIX #1158 - regenerated levels will wipe old style patches FIX #1159 - fixed health station pain exploit FIX #1159 - fixed hints not appearing on station actions FIX #1159 - spilling blood requirement is spilling blood

What's next
The next update might come as soon as in two weeks, tentatively it's named 0.9.2 Vision, and will have further improvements to the variety of early game and possibly an improvement pass on Europa. Stay tuned and tell us what you think of this release!
Jupiter Hell - slizgi


Hell, it's about time! Our most significant update yet, Jupiter Hell 0.9.0 -- a.k.a. "Masters" (of Doom? :P) -- is out, and with it, 15 (fifteen!) Master traits have been added, each bringing a unique playstyle! Read all about it below!

But before we get to the meat, this is our most important release up to date and we want to reach with it as many people as possible! We've set the price -20% off, and would be honored if you'd help us spread the news among friends, communities and your favorite streamers! Only YOU can really help us out with this quest!

Also, if you want to discuss master builds, be sure to join our Discord Server :)

Masters!
Fifteen Master traits have been added, five per class. Some of them are generic, some of them tailored toward a particular weapon group. All of these have 3 trait levels that can be picked -- one each at level 7, 10 and 13. Contrary to prior updates, Master traits have relatively few requirements (3 or 4 traits), and do not block any other traits, for maximum build flexibility.

Marine Masters
  • Onslaught - once you spool up your chain-fire weapon (see below), you can move while firing and increasing spool-up!
  • Bulletstorm adds 1 more shot per action to SMGs and pistols, and reduces their ammo consumption
  • Army of Darkness - designed with Shotguns in mind, this is a generic trait that converts the Slash weapon damage type to Pierce, and maximizes their effective range.
  • Vampyre - Health regeneration on melee kills
  • Survivor - generalist trait makes you harder to kill and provides limited regeneration capabilities

Scout Masters
  • Sniper - for use with any rifle, increases ranges and provides a bonus to critical chance which scales with range to target
  • Gun Kata - fan favorite -- automatically shoots both your pistols at different targets as you dance between enemies
  • Gunrunner - reload weapons on move and reduces their fire time for the turn after a move, leading to a run and gun playstyle
  • Assassinate - Scout's flashy melee master -- phaseshift right behind the enemy to deliver a fatal blow
  • Ghost - for the sneaky among us, significantly reduces stealth costs and detects enemies before you see them

Technician Masters
  • Entrenchment - hold position and start spewing bullets - automatic hunker and damage reduction when firing while remaining stationary
  • Sharpshooter - for the pistol fans: increased ranges and damage bonus which scales with range to target
  • Fireangel - when you want to see the world burn. Shrug off explosions and proc fire effects
  • Blademaster - Tech's melee master -- wield two blades at the same time for more damage!
  • Wizard - smoke screen on cooldown, buff to hacked enemies and bot summoning

Apart from that, some of the existing non-master traits have been changed or removed, and a new Eagle Eye trait is present in Scout.

Masters obviously shake up the game a lot, and we tried to compensate balance for it (see below), but generally we kept most of the traits on the overpowered side -- expect more balancing in future updates :P

New Uncommon Weapons
To provide more early-game variety and fill up some gaps in weapon types vs available ammo, we added 6 new weapons that are alternatives to current common weapons:
  • 9mm combat pistol
  • .44 long revolver
  • 7.62 sidearm
  • 7.62 assault SMG
  • 7.62 sniper rifle
  • CRI plasma cannon
All of the above have ADV variants (which now show their tier in the name, i.e. AV1, AV2 and AV3), and are sometimes carried by regular humanoid enemies.

Chaingun Spool-up
Chaingun has changed! To give the chaingun its own niche among other similar weapons, chaingun now ramps up to its full damage potential after two turns of uninterrupted firing, represented by audio and visual effects, and a Spool-up status effect. Pick Marine's Onslaught master trait if you want to move while mowing down enemies!

Improved Animations
Speaking of the chaingun animation, we've also made a general pass on animations in the game - the player's body now rotates separately from the legs when firing and aiming, movement is smoothed out, rotating weapons actually rotate, and other miscellaneous animations were fixed.

UI Improvements
Several minor UI improvements have been made -- health bars now show what damage was done since the last turn, required traits in trait descriptions are highlighted red or green depending on whether or not the requirements are already met, and weapon statistics have been made more compact, and now include explicit weapon-group information.

Major Balance Changes
The inclusion of Master traits caused us to take a significant pass at game balance. In general, we made early-game a bit easier (especially on Medium), and significantly buffed all late game enemies to offset the power of Master traits. Also, there are more enemies in general post-Europa (scaling with difficulty).

Oh, and remember that UV accuracy bonus for enemies? It wasn't working correctly; we've now fixed it. Expect a lot more pain on Ultraviolence ;)

Plethora of Bugfixes
Last (but certainly not least), we fixed plenty of bugs, and we eagerly anticipate fixing the ones that will inevitably popup in this release with the amount of added mechanics :P.

Changelog
That's no moon, it's a changelog!
Beta 0.9.0 - Masters - April 27, 2020 NEW #1066 - Traits - Marine chainfire master - Onslaught! NEW #1125 - Traits - Scout rifle master - Sniper! NEW #1126 - Traits - Tech cf/general master - Entrenchment! NEW #1122 - Traits - Marine pistol/SMG master - Bulletstorm! NEW #1063 - Traits - Scout pistol/SMG master - Gun Kata! NEW #1123 - Traits - Tech pistol/SMG master - Sharpshooter! NEW #1064 - Traits - Marine sg/rl master - Army of Darkness! NEW #1118 - Traits - Scout sg/general master - Gunrunner! NEW #1065 - Traits - Tech sg/general master - Fireangel! NEW #1067 - Traits - Marine melee master - Vampyre! NEW #1068 - Traits - Scout melee master - Assassinate! NEW #1069 - Traits - Tech melee master - Blademaster! NEW #1070 - Traits - Marine general master - Survivor! NEW #1127 - Traits - Scout general master - Ghost! NEW #1128 - Traits - Tech general master - Wizard! NEW #1090 - 6 new uncommon base weapons with ADV variants! NEW #0863 - chaingun now has a spool-up (4/6/8 shots) CHANGE #1086 - UV enemy accuracy bonus was not working - fixed CHANGE #1101 - ADV weapons now AV1, AV2 or AV3 depending on tier CHANGE #1072 - Bloodhound and Tracking Data markers on screen CHANGE #1128 - hacked enemies now give 1xEXP, but count kill EXP CHANGE #1133 - UI - health bars use = to show recent damage CHANGE #1112 - UI - required traits are highlighted red/green CHANGE #1130 - UI - cleaned up weapon stats description CHANGE #1130 - UI - explicit weapon groups in stats and traits CHANGE #1130 - UI - stats now show mods line as count/capacity CHANGE #1087 - Balance - fire fiend and drone accuracy reduced CHANGE #1087 - Balance - Callisto sergeants deal 70% damage CHANGE #1086 - Balance - heavies have -20% accuracy and -10% speed CHANGE #1086 - Balance - much fewer heavies on Callisto and Europa CHANGE #1086 - Balance - 25% fewer armored ravagers CHANGE #1086 - Balance - +50% health to ravagers, +33% to reavers CHANGE #1109 - Balance - more experience for ravagers and reavers CHANGE #1109 - Balance - more health to formers post Europa CHANGE #1109 - Balance - +60% health to all cerberi CHANGE #1109 - Balance - x2 health for CRI marines, +50% for CRI bots CHANGE #1109 - Balance - fewer enemies on Anomaly and Milibase CHANGE #1086 - Balance - more enemies lategame at higher diffs CHANGE #1088 - Balance - Scout's Dash L1 and L2 merged together CHANGE #1088 - Balance - evasion (dodge + guard) caps at 90 CHANGE #1088 - Balance - evasion no longer halved against melee CHANGE #1109 - Balance - Swordmaster and Summoner buffed CHANGE #1110 - Balance - more health orbs on earlier levels CHANGE #1099 - Traits - Marine - removed Shredder CHANGE #1099 - Traits - Tech - removed Overkill CHANGE #1099 - Traits - Scout - removed Shottyman CHANGE #1099 - Traits - Scout - new Eagle Eye (+1 max distance) CHANGE #1099 - Traits - Scout - Swashbuckler becomes a basic trait CHANGE #1099 - Traits - Scout - Pinpoint buffed to +25%/+50% CHANGE #1099 - Traits - Scout - Steady Shot merged into Deadly Prec CHANGE #1108 - high HP enemies (boss, resilient) have overhealth CHANGE #1062 - GFX - upper bodies rotate separately when aiming CHANGE #1062 - GFX - smoother movement interpolation CHANGE #0863 - GFX - rotating weapons now actually rotate when firing CHANGE #1055 - GFX - improved animation and FX of ravagers CHANGE #1102 - GFX - several fixes and improvements to lighting CHANGE #1111 - Challenge - Carnage scavenger behaves like AoSh FIX #1071 - "free" actions are now free, not just super short FIX #1050 - rare enemy multi-shot crash fixed FIX #1076 - fixed stealthing against charging fiends FIX #1082 - fixed black tiles in industrial_01 generator FIX #1080 - saving will be properly enabled after tutorial FIX #1081 - melee will properly advance even if corpse removed FIX #1077 - fixed not being able to hack bots in doorways FIX #1098 - enemies will no longer attempt charge over lootbox FIX #1061 - advanced bots are hackable (but expensive) FIX #1131 - ending game with follower wont crash the next game FIX #1136 - fixed accidental swearword on clean setting FIX #1135 - killing mechanical enemies isn't spilling blood... FIX #1132 - fixed a bug group related to death

What's next?
The next version, 0.9.1, will be on the lighter side in terms of content; we'll focus on balancing this update and adding more content options to early levels and their respective generators. It also might come a little later than normal, as I definitely need some Zzz.....

Edit: 0.9.0a/b deployed!
No sleep for me! Jupiter Hell 0.9.0a patch hasbeen deployed, mostly to fix Whizkid, but also to address the most unfair deaths. Saves are compatible!
Beta 0.9.0a - Masters - April 28, 2020 FIX #1137 - fixed Whizkid CHANGE #1138 - reduced Anomaly and Milibase enemy count CHANGE #1139 - reduced damage of rockets fired by heavies CHANGE #1139 - heavies wont shoot from edge of vision CHANGE #1140 - Bulletstorm pistol penalty reduced CHANGE #1141 - Swashbuckler works with Assassinate CHANGE #1141 - health orbs generation buffed, also +5 value

Edit: 0.9.0c deployed!
Jupiter Hell 0.9.0c patch has been deployed - plenty bugfixes (some of them from before 0.9.0) and a balance pass on Master Traits, enjoy!
Beta 0.9.0c - Masters - May 1, 2020 CHANGE #1147 - Assassinate - refund cost on kill, crit damage bonus on L2 and L3 CHANGE #1147 - Energy Leech - 2/3 energy per kill (was 3/5) CHANGE #1147 - Ghost reduces Stealth cost to 20/15 (was 15/10) CHANGE #1147 - Gun Kata L1 accuracy now -20% (was -30%) CHANGE #1147 - Sharpshooter is always 100% at max vision range CHANGE #1147 - Master Trait UI buffs always appear last CHANGE #1147 - Vampyre is now 10/15/20 instead of 10/20/30 CHANGE #1147 - removed accuracy penalty from Blademaster CHANGE #1147 - doubled Fireangel fire damage FIX #1143 - enemies wont spawn in closed area in Docks FIX #1146 - fixed grenades not breaking stealth FIX #1148 - entities following you wont mess up kill % FIX #1145 - fixed rare crash bug when dying in melee FIX #1144 - no more "entombed" spaces/enemies in Beyond L3 FIX #1144 - no more inaccessible chests in Beyond L2 FIX #1149 - Smokescreen no longer breaks on Wizard L1
Jupiter Hell - slizgi

The much awaited Jupiter Hell update 0.8.11 a.k.a. Berserker is live! The theme is unsurprisingly melee combat, but new general traits have also been added and the gameplay flow of the player classes improved! Read all about it below!

Melee - Rip'n'Tear!
Apart from return of the chainsaw, we've added a couple more melee weapons (katanas in space anyone?), added melee focused traits and improved melee synergy of others.

A disclaimer first though - Jupiter Hell is a game of ranged combat - trying to play it melee only is much harder than any ranged build. That said, melee excels in late game in dishing huge amounts of damage! Right now it's almost viable to main melee late game, and once Masters hit next release this will definitely be true! Now however it's quite useful as a hybrid build - if they get too close, they're toast!

There is a new Melee help topic in the game with all the needed information! Especially if you want to try out Angel of Berserk, the obvious challenge addition for this release :)

Melee arsenal
Apart from the aformentioned chainsaw, you can find several tiers of melee weapons, some of which even have ADV variants (anyone want an ADV machete?). Bladed melee weapons are special, utilizing Melee Guard mechanic - if you're close to enemies you get an extra dodge bonus. Speaking of mechanics - you both can bump into and "F"ire a melee weapon to attack (also diagonally), and you'll move to the enemy space at kill. If you want to prevent that (i.e. not stepping out of cover), you can hold SHIFT when pressing attack to prevent that.

New traits
In the melee department, Marine gets Rip'n'Tear that generates more Fury on melee kills and provides a damage bonus based on how much current Fury you have. Tech gets Bladedancer which doubles or even triples Melee Guard values, and Scout gets Swashbuckler that instantly switches to a melee weapon if one is present on melee attack and Energy Leech that produces Energy on melee kills.

Apart from that we added new traits useful in melee builds, but also useful in general - Scout gets Dash which makes consecutive moves in a given direction be twice as fast (and a critical bonus at L2 if dashing into melee), Tech gets Juggernaut which reduces enemy damage when moving towards the targeted enemy and Powerjack that allows to siphon Power from Terminals, and Marine gets Running, similar to the now removed Scout Running, but fueled by Fury instead of once per level. Angry Motherfucker now gives bonus damage based on missing health, not pain.

Lots of smaller changes in the Changelog below, we also removed some less used traits to make room for new and future stuff.

New special level
We've removed Arena from Beyond (it was kinda boring, it might return in an improved form!), and in its place there's a hidden new special level. No spoilers :P

GFX pass
We've improved performance a bit, and also improved visual quality (esp. normal maps). Addionally we did an improvement pass on enemy animations and FX (work in progress). Finally some of you might notice the game running smoother, even within the same FPS range.

Bugfixes
And of course the regular batch of bugfixes, the major ones listed below. Two things of note is that AI will no longer without provocation perform infighting, and that the guaranteed plasma weapon drops on Io L1 will now be present on higher difficulties.

Changelog
Beta 0.8.11 - Berserker - March 31, 2020 NEW #0508 - Melee is in, Rip and Tear! NEW #1039 - Melee - melee weapons added! NEW #1038 - Melee - Melee guard (dodge bonus if enemies close) NEW #1044 - Challenge - Angel of Berserk! NEW #1054 - New hidden special level added in Beyond! NEW #0508 - Trait - Rip and Tear for Marine (Melee) NEW #1042 - Trait - Bladedancer for Tech (Melee) NEW #0508 - Trait - Dash for Scout (General), loses Running NEW #0508 - Trait - Energy Leech for Scout (Melee) NEW #0508 - Trait - Juggernaut for Tech (Close range/Melee) NEW #0976 - Trait - Swashbuckler for Scout (Hybrid) NEW #1042 - Trait - Running for Marine (Fury based) NEW #1042 - Trait - Powerjack for Tech (+30 Power/Terminal) CHANGE #1048 - Trait - Angry Mo-fo % based on missing health CHANGE #1042 - Tech - Extra Batteries removed, +10 per Skilled CHANGE #1042 - Marine - high-health enemies generate 2 Fury CHANGE #1036 - Scout - activating stealth no longer costs a turn CHANGE #1036 - Marine loses Focused Fire CHANGE #1036 - Scout loses Reloader (Shottyman req Gun Hoarder) CHANGE #1036 - Tech loses TaN, Hunker Down base, GH req Packrat CHANGE #1053 - you will no longer accidentally melee barrels CHANGE #1059 - melee killing bots/turrets wont proc explosion CHANGE #1059 - Dodgemaster removes dodge decay from melee CHANGE #1059 - evasion (dodge+guard+others) caps at 95% CHANGE #1041 - Challenge - Shotgunnery converts to current ammo CHANGE #1054 - removed Arena from Beyond L1, might return later CHANGE #1051 - GFX - improved animation and FX of enemies CHANGE #1047 - GFX - improved general color/light quality CHANGE #1047 - GFX - improved volumetric lighting CHANGE #1047 - GFX - improved roughness (bumpiness/normals) CHANGE #1047 - GFX - performance improvement pass FIX #1050 - GFX - fixed animation blending with empty states FIX #1053 - AI - unintended infighting removed FIX #1038 - AI - enemies will no longer try impossible charges FIX #1053 - Loot - guaranteed plasma weapons on Io L1 working FIX #1035 - Melee - weak melee no longer damages armor

What's next
We're slowly reaching 0.9.0 Masters - the release everyone is waiting for that will introduce Master Traits :). The release is scheduled for April 27th, but we may squeeze in a smaller 0.8.12 update before that! Keep your eyes open and tell us what you think of this new release!

...